Plan on invading Troll instances today? Not quite sure what to expect? Got you covered. You can find the TLDR versions here. Comment if there’s any additional noteworthy mechanics that you find on live servers that glossed over. Notes were taken from my experiences on the PTR and from kill videos.

Zul’Gurub

Venoxxis

Stay within the maze.

Players will get linked (Toxic Link) which deals damage to both players. Break the link by increasing the distance between the two players. Poison bolts get shot at players, heal through it. Boss has a frontal cone attack. At some point, watch out for pools of poison. Not sure if that’s linked to time or health.

Bloodlord Mandokir

Randomly targets a player and one-shots them. Mandokir levels up. Kill the raptor. The raptor goes around killing ghosts (which will resurrect you when you de) and you have a certain amount of them.

Watch out for big conical, fire spike thing

Kilnara (Panther boss)

First 50%: Tank and spank. Last 50%: Calls in panther buddies.

Interrupt Tears of Blood. Pull 2 packs of panthers during phase 1 and kill them to reduce the amount of panthers coming in the final phase. When they do engage you, AoE them down.

Casts a green shield bubble reducing magic effectiveness within it. Keep the tank and Jin’do within it. When Jin’do casts Shadow of Hakkar, run into the shield. Then run back out and resume DPS. Last I checked, he’ll do an AoE chain nuke of some kind if you stay too long within the shield.

Phase 2: Hakkar

There are four chains on the ground. They each have 1 million health. Those chains need to be broken. Look for Gurubashi Spirits. Really big mobs that have the ability to jump. The group needs to stay near chains so that the big guys will jump onto the chain thereby breaking it. Arrow on the player’s head signifies the target. Clear out the Twisted Spirit mobs.

Kicker: Need to keep moving to dodge assorted Shadow Blasts.

Zul’Aman

Akil’Zon (Eagle boss)

Eagles will pick players up and fly them around. DPS the birds. If you’re picked up, you can still DPS them. Look for the thundercloud and stand beneath it.

Nalorakk (Bear boss)

Standard tank and spank. Also does an AoE silence.

Charges the furthest player standing away. Inflicts a +500% damage taken debuff on the target. Don’t get charged twiced. Rotate with other group members in being the furthest person away. (Thanks Katherine and Wynn)

Halazzi (Lynx boss)

Kill totems. Kill the pet Lynx (likes to randomly rush players, healers need to stay on top of that). Lynx form frequently hits random players for massive damage. Your healer needs to be on the ball. Any self surviving cooldowns are encouraged to be used. (Thanks Katherine)

Jan’Alai (Dragonhawk)

Has a straight line fire attack, watch for it.

Watch for fire orbs and make sure you don ‘t stand near them. That hit box is a little larger than the graphic. Kill 1 of the hatchers. Healers need to dispel a fire debuff which comes from the hatched eggs. If Jan’Alai drops beneath a certain percentage, he hatches all of the eggs.

Hexlord Malacrass

Only 2 ads now. Kill them, blow up Malacrass. Remember Malacrass will assume the powers at random of the different classes in your group due to his power drain.

Daakara

Similar to Zul’Jin, he instead undergoes 2 animal forms instead of 4. Switches phases every 33%.

Lynx form: He rushes everybody and his damage gradually ramps up.

Dragonhawk form: He will dish out fires in a line from him as a center point. Watch out for flame pillars. It was a pain in BC, it’s a pain now.

Bear form: Randomly charges a player.

Eagle form: Spawns 5 random cyclones. They tend to stay stationary but will shift position every few seconds. Will shoot out lightning to players nearby.

This post goes without saying. There are going to be a few spoilers in here. If you’re not into that sort of thing, mark as read and move on.

But here’s a look at Holy Word: Sanctuary.

Yeah.

I know.

I don’t think the graphics work is complete yet. It just seems a touch small. Actual affected radius is still the standard size. Bliky over there on the right is still being affected by it.

* Yes, that’s my PTR UI. I just picked a random compilation and set it up because Real UI wasn’t functioning properly.

The current Zul’Gurub load screen. Wonder if its a placeholder or if it’ll be updated with WoW 4.0 tech.

Quest area just to the left of the entrance as you stroll in.

Also the front area of the instance. Learned fast that the cauldrons provide a 90% magic resist buff. Once you kill that mob that’s got those tendrils attached to it, the area gets flooded with gas which is where the cauldron kicks in. Don’t dispel it. You’ll find another cauldron further down along the path.

Nesingwary’s camp under siege. Many snakes. Handled it.

Found this on the ramp leading up to the raptor boss area. Frogger, yo?

Sup Bloodlord Mandokir? Way to instan-gib me. (Hint: Remember those spirits back in the day? Yeah, don’t release)

Ran into the first boss already where the old ZG snake guy was. Dude is absolute nuts. Likes to paint the whole ground with poisons and stuff. Some kind of nature resist will be handy to have.

Note that it appears heroic level instances at tier 2 when randomed into offer 140 Valor points (twice that of current). No word on whether you can run tier 1 and tier 2 for a combined 210. Gut instinct says its one or the other. Will verify and confirm later. Some problems with zoning back into the Zul’Gurub portal. Looks like theres a few phasing bugs that need to be fixed. For now, if you want to run ZG, I advise you abandon all ZG related quests. You can teleport into it via the dungeon finder. But if you die (and you will), then you won’t be able to zone in since the portal is non existent in that phase.

The Zul’Aman timer run is one of the most difficult challenges in the game. If executed perfectly, you’ll find yourself with a brand new bear mount along with a host of other extra epic goodies. You have exactly 45 minutes to kill the first four bosses in Zul’Aman if you intend to get that bear mount. I haven’t been able to get a bear mount yet myself, but I’ve learned a few tricks after talking to a couple of guildies and from my own experience.

Be Overgeared

This is a real big no brainer. If you plan on beating the timer, you should be almost out of T5 level gear and into Black Temple/Mount Hyjal gear. That means your Kara/Gruul/Mag gear has got to go. In fact, you shouldn’t even need ZA gear.

Know the fights

Again, also a no brainer but there is no time to explain. You have to know the encounters by heart because it simply takes too long to explain it.

2 Healers

Yes, you read that correctly. Bringing three healers is almost essential just to completing the instance. To bring 2 healers would almost be suicide! But believe me, by bringing only 2 healers, that extra DPS will go a long way in netting a bear mount.

Prot. Paladin, Feral Druid, Fury Warrior

This is the suggested tanking group. Your Prot. Paladin’s going to shoulder most of the load. Your Feral Druid will be switching back and forth from DPS to tanking as necessary. Your Fury Warrior is just going to lay the smackdown on everything. Trust me on this. If you can find an awesome DPS warrior, you’ll be amazed at how fast trash can drop and go down. Furthermore, less down time without having to get mana back.

Group Make Up

Consider running 2 Warlocks and 2 Shadow Priests to increase longevity and overall damage. This was recommended to me by a Guildie who has successfully done it.

Skip the Chests

Yes, seriously, skip the chests. Don’t open them until after you success or your failure. The clock is ticking while you handle the extra loot. Just get everyone to get their badge, and haul ass to the next one. The chests will still remain there untouched and unopened while you’re plowing through the bosses.

Group Loot

While we’re speaking about loot, don’t use master looter. I’m assuming that there is little if any upgrades for you in this instance. Set it to group loot instead of master loot so that you don’t waste precious time handling rolls and timers and such. If a player wants it, hit need. If not, pass it. Get your DE’er to greed it. Except you might want to consider master looting the bear when you get to it

Use your cooldowns to minimize downtime

I’ve mentioned it before but you cannot skimp out on cooldowns. This is especially true as a healer. Remember our Shadowfiends have a 5 minute cooldown between use. Innervate is 6 minutes for Druids. Heroism is 10 minutes. Evocate is 8 minutes. You get the idea. Be very liberal in their use. You can’t spend a lot of time drinking. It’s literally pull, after pull, after pull.

Shortcuts

Check out these screenshots:

Recognize the location? This is the area leading up to the Lynx boss. There are a couple of huts on the left side that have no mobs inside them. Those windows might look small, but rest assured you are small enough to jump through them. Anyway, there are 2 such hits. The one shown above is the first. The diagram above is a very crude reconstruction. But hopefully, it will give you a better idea of what you need to do. If executed properly, you will bypass about 2 pulls which should save you between 1 minute to 2 minutes.

There’s another shortcut amongst the trash pulls leading to Dragonhawk. I’ll see if I can nab a few shots of it or even make a quick video about it in a future post.

Stable Core

If you plan on doing this run, you have to find a stable group of people to run with. Start off doing non-timed runs but try to keep the people the same. You don’t want to pug any players at all. Get the team chemistry going. I’ve communicated with my other healers enough to know who is healing who without having to ask. But playing with 9 other people you are familiar with is a good thing to do.

Good luck! I expect screenshots of you on your bear when you pull it off!

This is a guest post from Galadria. She represents half of the knowledge from the Light and the Dark.

We’ll start with a sample scenario. You are a member of l33t Guild, part of the raid core. Your guild is farming the lower bosses of TK/SSC and trying to down Vashj and Kael to get into Hyjal/BT. Since most of your raid core doesn’t need gear out of T4 content, it’s basically PUG. Whoever can throw a run together does whenever they happen to be in the mood. Since the raid core doesn’t want to have wipe fests, when they do farm that content (for badges or off spec gear) they tend to do it with each other so they can blow through it quickly. One day JoeRogue; who has been raiding in Kara for a while and gone on a few runs of Gruul and Mag, asks that oft dreaded question in Gchat:

“How come I never get to raid?”

This sets off a fevered discussion with much flaming from the raid core and much grousing from lower echelons of the guild. The core raiders don’t want to hear it, they’ve put in the time and effort to be where they are. The lower ranked players feel shafted, they never get a chance at better gear or to show the raid leaders that they can play competently.

Overlooking the fact that there seems to be a bunch of whining, it shows a problem I think a lot of guild at this level have. The guild is split between those that are part of the progression raiding and well geared, and those that are just getting Kara keyed or just out of Kara, and learning how to raid. These two groups have different needs from the guild. Both groups need structured, scheduled raid time for their level of content, lead by a competent RL to make things go smoothly. They just need different content.

Requirements

Kara (1-2 nights), Gruul (1 night), Mag (1 night), SSC (probably 2 nights), TK (probably 2 nights). If you stacked groups correctly, you could do Kara in 1 night and Gruul and Mag in the same night. That’s still 6 nights of scheduled raiding! I don’t see many guild leaders (in average guilds) being able to handle that.

As I see it you have a few options:

Option 1

Let the lower level players fend for themselves. They can probably make in-guild PUG Kara/ZA runs without much problem but Gruul/Mag is going to be a lot for some random person with a little initiative to get together. This may lead to unhappy players in your lower ranks. However, since they’re not part of your progression team you may not care if they come or go but I tend to think that’s kind of a crappy way to deal with the situation.

Option 2

Another option is to be up front with this group and tell them that you will not be scheduling any events at their level of progression and if they want to experience that content they should find a guild at their level to grow with. This is tough since a lot of these people will be friends of members of your raid core. I think it’s good to be up front and honest, and you’re doing them a favor by letting them know that you are not able to meet their needs. It can be up to them to find someone who can.

Option 3

What I think is the best option is to establish what I call the Feeder Guild. This can be a separate entity or a sub-set of your existing guild. This guild becomes a leveling and early raiding guild that prepares your lower level players for higher content. This option will take more work at the beginning to get started, but will be worth it in the end.

You’ll need to find someone (or a couple of people) who have the organizational skills and the drive to run the show. This person should be outfitted with the resources and responsibilities to organize your lower level raids for those that need/want them. It’s also a good idea to get a few of your higher level raiders willing to help out. Even a few above level players can make a huge difference in how smooth a raid goes. If you don’t have anyone willing to help, you can consider offering a small amount of DKP for an incentive with a weekly limit.

This is also a great way for your Raid Core to get their alts into the lower level raids. Just about every 70 raider that I know has and alt (or 5) and most of them have been at it long enough to have another 70. They always seem to ask to take their alts on Kara runs. Here’s a great opportunity to get them access into regular runs of lower level raids.

Splitting the raiding responsibilities between 2 groups means a manageable 2-4 nights of raiding for each group.

Each group can also handle loot individually. I know a lot of guilds tend to throw DKP out the window for lower level raids. Then the guy who’s been playing with your guild for a while can get unlucky on a roll and loose loot he’s been waiting for to a guy who just joined looking for some quick purples.

As with everything else, this is a highly personal situation. What works for one guild will not necessarily work for another. You may be really picky about who gets a ginvite and don’t have this problem since you don’t let anyone in that’s not geared well enough. You may let everyone and their dog into the guild, but don’t really care if they get any raid time. If however, you do have a similar situation, consider this solution.

Here it is. This is the long anticipated list of the minimum stat requirements you need to do the early bosses of Zul’Aman successfully. Having stats like these should carry you through Bear boss with a little luck.

Guilds attempting to go through raiding should understand the principle of progression. When you’re going through it for the first time, you should have no blues and not need more than 1 or 2 items from Karazhan. You will have acquired all the badge gear that you need and you’ve done Gruul’s or Mag a few times so that you’ve developed some ingame smarts.

As always, this list is subject to change at any time and without notice with your help and feedback.

Remember, I’m only a Priest and a Shaman. I don’t know the other classes as well. Any corrections and suggestions will be valued. All figures are after any kind of raid buffs or consumables and should be used as a guideline rather than a rule. These numbers are based off of observations and conversations with Guildmates and other colleagues who have made progress in ZA.

In Zul’Aman, there is a certain threshold of stats you need in order to survive and be productive. If you can meet them unbuffed, then you’re fine. There’s a variety of consumables and buffs to configure your character to surpass the mark that you need. It doesn’t matter what buffs they are as long as they exceed it. But if you go in there raid buffed and you DO NOT match the stats you need, you will be ineffective.

Let’s use my Priest as an example. I strongly advise anything over 8500 health. I’ve got a Priest that’s 6500 without buffs. Raid buffs he would top out at about 8000 health. That’s not enough. You never know what kind of class make up you will have going in there. You may not have Kings. You may not have fort. Maybe you don’t have a certain flask or something. This isn’t a 25 man raid where you can expect to get every buff known to man. That’s why I created the list with raid buffs in mind.

Do not take Zul’Aman lightly. It drops loot that is on par with Tier 5. The difficulty is about the same as SSC and TK.

The DPS part isn’t as crucial. You can mix and match however you like. Zul’Jin has a phase where you have to have some physical damage going in there and when you read about it, you will understand why (phase 3). Bring 3 healers. I seriously recommend bringing 3 healers. You can disregard everything else on this page if you want, but please listen to me when I say to bring 3 healers.

If any player’s health is below 8000 after all buffs are cast, you may want to consider someone else instead.

Tanks

Note: I shouldn’t have to mention it, but as a tank you should be uncrushable and uncrittable at this point.

Warrior

Health: ~17000
Block/Parry/Dodge: A very high number combined. Hoping to find a Warrior to give me an exact figure.

Paladin

Druid

Health: ~17000
Dodge: ~40%
Armor: ~30000+ (Thanks Karthis, Argonaut)

Healers

Note: The combined healing output of your healers should be approximately 5000. For example, you could have a Paladin with 1500, a Priest with 1800, and a Druid with 1500. But don’t go too far in the wrong direction. I strongly suggest bringing in 3 healers.

Druid

Shadow Priest

Health: 9500
Mana: 8500
Spell damage: 900

Fury Warrior

Health: ~9500+
Attack power: 1800+
Crit: 40% (That too much to ask?)

Retribution Paladins

Health: 9000+
Mana: 7000+
Crit: 26%
AP: 1700

There you have it folks! Those’re are my suggested stats to get into Zul’Aman. Use it as a guide as opposed to a rule. I’m expecting a flood of comments saying that I went too high here or too low there. Keep it coming! Any updates to this, I will post on the bottom.

The old poll is closed. Ventrilo, by far, is the most dominant 3rd party voice client in use today.

With that being said, there is now a new poll up! I’m a little curious as to what class you consider your ‘main’ character.

Which class do you consider your main?

Priest (28%, 92 Votes)

Druid (15%, 48 Votes)

Hunter (10%, 33 Votes)

Paladin (9%, 30 Votes)

Shaman (8%, 25 Votes)

Warrior (8%, 25 Votes)

Warlock (7%, 24 Votes)

Mage (7%, 23 Votes)

Rogue (7%, 23 Votes)

Total Voters: 323

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Several days ago, Exanimo (or the Full time WoW Addict) posed a question: What makes your main “your main”? No doubt there are now several of you with more than one level 70. I myself have 3! Even though nowadays I devote more time to playing my Shaman and my Paladin, I still consider my Priest my main character.

Why?

Here’s what I think.

I consider your main character as the toon that you use to help your Guild progress through whatever it is that they do. Your Guild could be a PvP Guild or a PvE one. But the character you choose to play with when they’re going through content is what I think is the main. Of course, you could always base your main on time played (/played). But then you just might ditch a character that you have invested a lot of time into for an alt which is better suited for the Guild that you’re in.

For example, one of the Priests in my Guild converted to a Resto Shaman because we had 4 Priests at the time. We had no Resto Shamans. It only made sense that he switch to Resto to take advantage of gear drops and further help progress the Guild gearwise instead of having our Priests dogfight over gear.

What if you’re not in a Guild? The answer’s still the same. It’s the toon that you want to progress the most with.

In any case, the reason I ask is for a little demographic reasons. I’m interested in knowing what kind of classes read my blog. Maybe I can tailor some of my content accordingly. *shrug*

Minimum Zul’Aman requirements will be coming up later on tonight or tomorrow morning. Definitely will be a work in progress and it’s based off of my observations.

Addition:

Phaelia mentioned that some players might have a PvE main and a PvP main. She suggests going with the one that’s your primary focus. I couldn’t have said it any better myself.

You’re sitting in Ironforge with a half filled raid that’s pumped to do Zul’Aman after pulling consecutive 3 hour clears of Karazhan.

You spam your Guild looking for that extra DPS or extra healer.

“I’ll come!”

It’s that new Paladin your Guild recruited. His status says ‘Trial Member’ in the Guild window.

You fill out the rest of the raid with power DPS and dependable tanks and then you’re on your way to Zul’Aman. You clear up to the Bear boss no problem because your Pally tank is so damn awesome that mages beg YOU to come because their sheeps aren’t needed. You, the Priest, start nodding off because the trash pulls were so lax and simple. The bear boss looms before you. A quick glance upward at the clock shows 8 minutes left before hostages are executed. Raid mana and raid health are both at 100% and you give the ready signal. Your raid’s been brought up to speed on what needs to be accomplished.
“Tanks, on your go!”

The tanks rush in and engage. There is not a single problem on the initial transitions. You and the other healers are doing an excellent job.

Congratulations! You just invited an undergeared Paladin to a place where he has absolutely NO business being in!

And he’s a new trial member in your Guild!

I vow to never take an undergeared person into ZA ever again. My standards? Having at most 1 blue. You must need nothing else out of Karazhan if you want to go on a ZA run. I’m sick and tired of players who think that just because they ran Karazhan on their alt, they’re able to do ZA on their alt. It’s two different levels of play! I can’t believe how many “oh &#$%” spells and cooldowns I had to blow just to keep the MT alive ON TRASH.

When I was in the LFG channels and in Ironforge looking for players to fill out raids, my Pally tank said he got tells from people who wanted to come. A quick inspection showed that their equipment wasn’t quite up to snuff. He explained that to them. You know the answer he got?

We’re in this AWESOME Guild that’s doing Hyjal and BT. We’re so good we want to bring our alts in. No, you’re not! I don’t care if you’re a Death & Taxes Paladin alt with 1200+ healing! Your guild tag does not determine your suckiness. Skill can only carry you so far. It was a miracle we even got to and downed the Lynx boss.

People decked in dungeons blues and a sprinkling of epics have no purpose in Zul’Aman!

I’m going to do some quick research and survey my friends, guildmates, and even some of my blogging colleagues on their opinion.

You know your class. What would you deem are the minimum requirements go even go into Zul’Aman? If you’re a healer, I want to know what you think your health, mana pool, mana regen, and healing should be at. For tanks and DPS, I’m asking you for the relevant stats that are needed. Take a look at my Karazhan minimum requirements for an idea.

Akil’zon’s Gauntlet, EZ Mode: First star honors, GMW. First star. You are officially my hero(ine). This one gauntlet section alone took 40 gold off me. So what is her awesome tip that vaulted her past everyone else into first place? You’ll just have to click the link and find out yourself. It’s one of those forehead smacking “Oh duh” kind of things.

The Pointless Debate Around Warden: Gwaendar has an excellent post displaying arguments about the futility of complaining over ‘lack of privacy’ issues in WoW. I agree with you wholeheartedly, sir! Blizzard is a gaming company. They don’t need to break into your computer to blackmail you with your porn stash. It’s unnecessary for them to look up your credit card billing statement (because most of it is involved with WoW in some way or other). If players don’t like programs that add cheat detection to their games, they can simply go play something else. I hear CS 1.6 still has rampant cheaters around. People think they’re so important in this game. They think that the world centers around them and that everyone cares what they have on their computer. They don’t want to be embarrassed or humiliated. Blizz has WAY more important things to do then to snoop through people’s computers. Unless you do something SUPER stupid (like form a plan to blow up Sears tower), there isn’t much that would justify them having to call the FBI. I’m pretty sure you’ll find a clause in the TOS that says they’ll cooperate with authorities if they have to, but it’s like that with any social networking website or service (Facebook especially). They don’t do it because they want to. They do it so they can cover their respective legal ass. You get the number two star in my book, buddy!

What Karazhan Taught Us: Here’s a rather humorous list brought to us by Rohan. These are the important lessons that’ve been taught to us by the various bosses in Karazhan. I think I’ll even expand on it:

Attumen taught us gear is important

Moroes taught us to have a plan B

Maiden taught us perseverance (three weeks on this boss before the nerf, I spent learning)

Opera taught us how to learn things on the fly

Curator taught us Curse of Doom (an inside joke with a certain warlock who did not realize they had curse of doom)

Nightbane taught us synchronized moving

Shade of Aran taught us awareness of our surroundings

Chess was recess in the school of Karazhan

Netherspite taught us the value of strategic withdrawal to strike another day

I stumbled upon this touching story today. Everyone needs to go read it. Sometimes we all need a reminder to slow down just a little bit even in WoW.

Fate wrote a nice piece the other day about the hassles of trash mobs. One of his Guildies complained about them and Fate took it upon his hands to write about why trash is good and not bad. His main argument? Trash helps to build up the suspense and the pleasure when the boss in charge of them gets taken down. Otherwise, you’d be blowing through Karazhan, SSC, and TK within time frames of an hour.

Personally, I’d love to see more instances akin to Mag and Gruul (Ony style). We’re on a limited raiding schedule. Every wipe, every trash kill, every rebuff eats into the precious time we have. Our 25 mans are capped at exactly 11 hours of raiding per week. Let me first say that I’m proud of the Guild that I’m in and the discipline that they show during crunch time. We may fool around and crack jokes, but when we get down to business we do whatever it takes to get the job done. The clutch Al’ar kill is a testament to that (5 hours of sunday wiping, one more respawn kill, followed by an Al’ar first down). Sometimes, I just wish we had more time to do it.

Trash is nice to have sometimes. I do agree with Fate that it’s something to do in between bosses. Players need to have a little bit of a downtime. It’s not possible to ask 25 players to maintain a 110% focus and concentration. They would burn out too quickly. I know I can’t remain that tense for such a period of time.

But on the other hand, I don’t want to spend time to reclear trash repeatedly. Nothing kills momentum faster then getting a boss down to 10% and knowing you’re able to kill him only to get stopped by the Wall of Trash (0/*, Creature – Wall, Tap: Piss off target raid).

Ah M:TG. Sometimes I miss playing. But it’s either that or WoW.

Anyways, the trash respawns, you look at the time and you realize that your raid is over as people have to work or go to school on the east coast. Trash respawns just kills that level of energy and anticipation. With all the trash removed in SSC, we’d be able to one shot all the bosses and have time left over to do other things (Like Cartman says, now we can all enjoy the game)!

Fate’s point is excellent though. We DO need that trash. Where else are we going to get our Primal Nethers from? Or random BoE/BoP recipes?

Here’s a thought.

We’ve all sniggered at one point when our raid leader forgot to downgrade a raid instance from Heroic to Normal difficulty.

What if Blizzard implemented it and made Heroic raids? Give Raiders a choice in how they want to go through SSC. They can do it normally, or they can do it the Heroic way. Reduce trash by 80% but increase boss difficulty by 20%. Keep loot tables roughly the same and throw in some badges. Maybe the health of Hydross will increase a little bit so the raid needs to ice and poison dance for an extra minute. Think of it as an express raid. I’m not going to try and develop that concept any further. It would probably get defeated in a manner of minutes. But at least it’s something to think about. I sure as hell am not a game developer.

Sadly, I don’t get to go into Zul’Aman today. Our 25 schedules stay the same throughout. With the reset timer nearly twice as fast as Karazhan, it means we can do it any time we want. I’ll probably run through it tomorrow.

Epic

About me

My name is Matticus and this is my World of Warcraft blog. Here you can read about my thoughts regarding healing as a priest. As a former guild master, I also write about guild and raid related topics. The blog has expanded to include thoughts from other regular contributors. The aim of this blog is to help you grow and improve. My unending goal is to have something relevant and useful in every post. or more, you can check out my columns on Blizzard Watch. Visit theGuildmasters to talk shop with other GMs, raid leaders, and officers. My current guild is on Kel'Thuzad US.